render: improve fix for rendering shared 3d modules
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dd61e8e66c
commit
0a9e5ebcdb
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@ -1,14 +1,16 @@
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use lyra_ecs::Entity;
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use super::transform_buffer_storage::TransformIndex;
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pub struct RenderJob {
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pub entity: Entity,
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pub shader_id: u64,
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pub mesh_uuid: uuid::Uuid,
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pub transform_id: u32,
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pub transform_id: TransformIndex,
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}
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impl RenderJob {
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pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid, transform_id: u32) -> Self {
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pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid, transform_id: TransformIndex) -> Self {
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Self {
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entity,
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shader_id,
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@ -29,7 +29,7 @@ use super::light_cull_compute::LightCullCompute;
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use super::material::Material;
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use super::render_buffer::BufferWrapper;
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use super::texture::RenderTexture;
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use super::transform_buffer_storage::TransformBuffers;
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use super::transform_buffer_storage::{TransformBuffers, TransformGroup};
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use super::vertex::Vertex;
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use super::{render_pipeline::FullRenderPipeline, render_buffer::BufferStorage, render_job::RenderJob};
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@ -452,8 +452,10 @@ impl Renderer for BasicRenderer {
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self.check_mesh_buffers(entity, &mesh_han);
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}
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let transform_id = self.transform_buffers.push_transform(&self.queue, &self.render_limits, interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation));
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let group = TransformGroup::EntityRes(entity, mesh_han.uuid());
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let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,
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group, || ( interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation) ));
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let material = mesh.material.as_ref().unwrap()
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.data_ref().unwrap();
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let shader = material.shader_uuid.unwrap_or(0);
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@ -482,7 +484,10 @@ impl Renderer for BasicRenderer {
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self.check_mesh_buffers(entity, &mesh_han);
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}
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let transform_id = self.transform_buffers.push_transform(&self.queue, &self.render_limits, mesh_interpo.calculate_mat4(), glam::Mat3::from_quat(mesh_interpo.rotation));
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let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid());
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let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
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let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,
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group, || ( mesh_interpo.calculate_mat4(), glam::Mat3::from_quat(mesh_interpo.rotation) ));
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let material = mesh.material.as_ref().unwrap()
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.data_ref().unwrap();
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@ -581,11 +586,8 @@ impl Renderer for BasicRenderer {
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}
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// Get the bindgroup for job's transform and bind to it using an offset.
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/* let transform_indices = *self.transform_buffers.transform_indices(job.entity).unwrap();
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let bindgroup = self.transform_buffers.bind_group(transform_indices).unwrap(); */
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let bindgroup = self.transform_buffers.bind_group(job.transform_id);
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let offset = self.transform_buffers.buffer_offset(job.transform_id);//TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
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let offset = self.transform_buffers.buffer_offset(job.transform_id);
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render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
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render_pass.set_bind_group(2, &self.camera_buffer.bindgroup(), &[]);
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@ -1,37 +1,167 @@
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use std::num::NonZeroU64;
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use std::{collections::{HashMap, VecDeque}, hash::{BuildHasher, DefaultHasher, Hash, Hasher, RandomState}, num::NonZeroU64};
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use lyra_ecs::Entity;
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use uuid::Uuid;
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use wgpu::Limits;
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use std::mem;
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/// A group id created from a [`TransformGroup`].
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///
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/// This is mainly created so that [`TransformGroup::OwnedGroup`] can use another group inside of it.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub struct TransformGroupId(u64);
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impl From<TransformGroup> for TransformGroupId {
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fn from(value: TransformGroup) -> Self {
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let mut hasher = DefaultHasher::new();
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value.hash(&mut hasher);
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let hash = hasher.finish();
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TransformGroupId(hash)
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}
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}
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/// Used as a key into the [`TransformBuffers`].
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///
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/// This enum is used as a key to identify a transform for a RenderJob. The renderer uses this
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/// to differentiate a transform between two entities that share a resource handle to the same
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/// scene:
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/// ```nobuild
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/// // The group of the mesh in the scene.
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/// let scene_mesh_group = TransformGroup::Res(scene_handle.uuid(), mesh_handle.uuid());
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/// // The group of the owned entity that has mesh in a scene.
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/// let finished_group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
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/// ```
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///
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/// A simpler example of the use of a transform group is when processing lone mesh handles
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/// owned by entities:
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/// ```nobuild
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/// let group = TransformGroup::EntityRes(entity, mesh_handle.uuid());
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/// ```
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///
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/// These were made to fix [#6](https://git.seanomik.net/SeanOMik/lyra-engine/issues/6).
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub enum TransformGroup {
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/// Just an entity.
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Entity(Entity),
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/// An entity that owns another group.
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OwnedGroup(Entity, TransformGroupId),
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/// A resource uuid grouped with an owning Entity.
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EntityRes(Entity, Uuid),
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/// A resource uuid grouped with another resource uuid.
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Res(Uuid, Uuid),
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}
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/// The index of a specific Transform inside of the buffers.
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#[derive(Default, Copy, Clone, PartialEq, Eq, Debug)]
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pub(crate) struct TransformBufferIndices {
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pub buffer_index: usize,
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pub transform_index: usize,
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pub struct TransformIndex {
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/// The index of the entry in the buffer chain.
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entry_index: usize,
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/// The index of the transform in the entry.
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transform_index: usize,
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}
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/// A struct representing a single transform buffer. There can be multiple of these
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pub(crate) struct TransformBufferEntry {
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struct BufferEntry {
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pub len: usize,
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pub bindgroup: wgpu::BindGroup,
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pub transform_buffer: wgpu::Buffer,
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pub normal_buffer: wgpu::Buffer,
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}
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/// A HashMap that caches values for reuse.
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///
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/// The map detects dead values by tracking which entries were not updated since the last time
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/// [`CachedValMap::update`] was ran. When dead values are collected, they can be reused on an
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/// [`insert`](CachedValMap::insert) into the map.
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struct CachedValMap<K, V, S = RandomState> {
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latest: HashMap<K, V, S>,
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old: HashMap<K, V, S>,
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dead: VecDeque<V>,
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}
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impl<K, V, S: Default> Default for CachedValMap<K, V, S> {
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fn default() -> Self {
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Self {
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latest: Default::default(),
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old: Default::default(),
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dead: Default::default()
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}
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}
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}
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#[allow(dead_code)]
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impl<K: Hash + Eq + PartialEq + Clone, V: Clone, S: BuildHasher> CachedValMap<K, V, S> {
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/// Insert a key, possibly reusing a value in the map.
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///
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/// Returns the reused value, if one was reused. If its `None`, then the value was retrieved
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/// from running `val_fn`.
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pub fn insert<F>(&mut self, key: K, mut val_fn: F) -> Option<V>
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where
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F: FnMut() -> V
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{
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if self.latest.contains_key(&key) {
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self.latest.insert(key, val_fn());
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None
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} else {
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let val = self.dead.pop_front()
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.unwrap_or_else(val_fn);
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self.latest.insert(key, val.clone());
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Some(val)
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}
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}
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/// Returns a reference to the value corresponding to the key.
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pub fn get(&mut self, key: K) -> Option<&V> {
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if let Some(v) = self.old.remove(&key) {
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self.latest.insert(key.clone(), v);
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}
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self.latest.get(&key)
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}
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/// Keep a key alive without updating its value.
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pub fn keep_alive(&mut self, key: K) {
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if let Some(v) = self.old.remove(&key) {
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self.latest.insert(key, v);
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}
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}
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/// Returns `true` if the map contains a value for the specified key.
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pub fn contains(&self, key: K) -> bool {
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self.old.contains_key(&key) || self.latest.contains_key(&key)
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}
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/// Collects the now dead values for reuse.
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///
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/// This detects dead values by tracking which entries were not updated since the last time
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/// update was ran.
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pub fn update(&mut self) {
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// drain the dead values into the dead queue
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self.dead.extend(self.old.drain().map(|(_, v)| v));
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// now drain the latest entries into the old entries
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self.old.extend(self.latest.drain());
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}
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}
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/// A helper struct for managing the Transform buffers for meshes.
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///
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/// This struct manages a "chain" of uniform buffers that store Transform for meshes. When
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/// first created it only has a single "chain-link" with a buffer that is the maximum length
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/// This struct manages a "chain" of uniform buffers that store Transform for [`TransformGroup`]s.
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/// When first created it only has a single "chain-link" with a buffer that is the maximum length
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/// the GPU supports. When the first buffer fills up, a new one should be created which will also
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/// be the maximum length the GPU supports. When the new buffer fills up, a new one will be
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/// created once again, and so on.
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///
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/// `Uuid`'s are used to represent entries (usually Meshes) in the buffer. The Uuid's can be used
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/// to insert, update, and retrieve the transforms.
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pub(crate) struct TransformBuffers {
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/// [`TransformGroup`]s are used to represent entries in the buffer. They are used to insert,
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/// update, and retrieve the transforms.
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pub struct TransformBuffers {
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pub bindgroup_layout: wgpu::BindGroupLayout,
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pub entries: Vec<TransformBufferEntry>,
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groups: CachedValMap<TransformGroupId, TransformIndex>,
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entries: Vec<BufferEntry>,
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limits: wgpu::Limits,
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max_transform_count: usize,
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}
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impl TransformBuffers {
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@ -66,7 +196,9 @@ impl TransformBuffers {
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let mut s = Self {
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bindgroup_layout,
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entries: vec![],
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groups: Default::default(),
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entries: Default::default(),
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max_transform_count: (limits.max_uniform_buffer_binding_size / 2) as usize / (mem::size_of::<glam::Mat4>()),
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limits,
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};
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@ -76,26 +208,70 @@ impl TransformBuffers {
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s
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}
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pub fn push_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, transform: glam::Mat4, normal_matrix: glam::Mat3) -> u32 {
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let entry = self.entries.iter_mut().next().unwrap(); // TODO: use other buffers than just the first
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/// Update an existing transform in the buffers.
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///
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/// # Panics
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/// Panics if the `entity_group` is not already inside of the buffers.
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pub fn update_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, entity_group: TransformGroup, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformIndex {
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let index = *self.groups.get(entity_group.into())
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.expect("Use 'push_transform' for new entities");
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let entry = self.entries.get_mut(index.entry_index).unwrap();
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let normal_matrix = glam::Mat4::from_mat3(normal_matrix);
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// write the transform and normal to the end of the transform
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//let offset = (mem::size_of::<glam::Mat4>() * entry.len) as u64;
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let offset = Self::get_buffer_offset(limits, entry.len as u32) as _;
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let offset = Self::get_buffer_offset(limits, index) as _;
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queue.write_buffer(&entry.transform_buffer, offset, bytemuck::bytes_of(&transform));
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queue.write_buffer(&entry.normal_buffer, offset, bytemuck::bytes_of(&normal_matrix));
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let index = entry.len;
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entry.len += 1;
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index as _
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index
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}
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/// Push a new transform into the buffers.
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pub fn push_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, entity_group: TransformGroup, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformIndex {
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self.groups.insert(entity_group.into(), || {
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// this closure is only called when there are no values that can be reused,
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// so we get a brand new index at the end of the last entry in the chain.
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let last = self.entries.last_mut().unwrap();
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// ensure the gpu buffer is not overflown
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debug_assert!(last.len < self.max_transform_count,
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"Transform buffer is filled and 'next_indices' was not incremented! \
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Was a new buffer created?");
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let tidx = last.len;
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last.len += 1;
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TransformIndex {
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entry_index: self.entries.len() - 1,
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transform_index: tidx
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}
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});
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self.update_transform(queue, limits, entity_group, transform, normal_matrix)
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}
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/// Collect the dead transforms and prepare self to check next time.
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pub fn tick(&mut self) {
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for entry in self.entries.iter_mut() {
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entry.len = 0;
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self.groups.update();
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}
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/// Returns a boolean indicating if the buffer contains this group.
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pub fn contains(&self, group: TransformGroup) -> bool {
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self.groups.contains(group.into())
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}
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/// Update an existing transform group or if its not existing yet, pushes it to the buffer.
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///
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/// Returns: the index that the transform is at in the buffers.
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pub fn update_or_push<F>(&mut self, queue: &wgpu::Queue, limits: &Limits, group: TransformGroup, transform_fn: F) -> TransformIndex
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where F: Fn() -> (glam::Mat4, glam::Mat3)
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{
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let (transform, normal_matrix) = transform_fn();
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if self.contains(group) {
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self.update_transform(queue, limits, group, transform, normal_matrix)
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} else {
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self.push_transform(queue, limits, group, transform, normal_matrix)
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}
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}
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@ -105,7 +281,7 @@ impl TransformBuffers {
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/// "chain-link" is created.
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pub fn expand_buffers(&mut self, device: &wgpu::Device) {
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let limits = device.limits();
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let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
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let max_buffer_sizes = self.max_transform_count as u64 * limits.min_uniform_buffer_offset_alignment as u64;
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let transform_buffer = device.create_buffer(
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&wgpu::BufferDescriptor {
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@ -157,7 +333,7 @@ impl TransformBuffers {
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label: Some("BG_Transforms"),
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});
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let entry = TransformBufferEntry {
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let entry = BufferEntry {
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bindgroup: transform_bind_group,
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transform_buffer,
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normal_buffer: normal_mat_buffer,
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@ -166,24 +342,28 @@ impl TransformBuffers {
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self.entries.push(entry);
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}
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pub fn bind_group(&self, transform_id: u32) -> &wgpu::BindGroup {
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let _ = transform_id;
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let entry = self.entries.iter().next().unwrap(); // TODO: use other buffers than just the first
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/// Returns the bind group for the transform index.
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pub fn bind_group(&self, transform_id: TransformIndex) -> &wgpu::BindGroup {
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let entry = self.entries.get(transform_id.entry_index).unwrap();
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&entry.bindgroup
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}
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/// Get the buffer offset for a transform using wgpu limits.
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///
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/// If its possible to borrow immutably, use [`TransformBuffers::buffer_offset`].
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fn get_buffer_offset(limits: &wgpu::Limits, transform_id: u32) -> u32 {
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//let entry = self.entries.iter().next().unwrap(); // TODO: use other buffers than just the first
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transform_id * limits.min_uniform_buffer_offset_alignment as u32//mem::size_of::<glam::Mat4>() as u32
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fn get_buffer_offset(limits: &wgpu::Limits, transform_index: TransformIndex) -> u32 {
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transform_index.transform_index as u32 * limits.min_uniform_buffer_offset_alignment as u32
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}
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pub fn buffer_offset(&self, transform_id: u32) -> u32 {
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Self::get_buffer_offset(&self.limits, transform_id)
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/// Returns the offset of the transform inside the bind group buffer.
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///
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/// ```nobuild
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/// let bindgroup = transform_buffers.bind_group(job.transform_id);
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/// let offset = transform_buffers.buffer_offset(job.transform_id);
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/// render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
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/// ```
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pub fn buffer_offset(&self, transform_index: TransformIndex) -> u32 {
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Self::get_buffer_offset(&self.limits, transform_index)
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}
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}
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